Mortal Kombat 2 Premiere nächste Woche auf HBO Max
Lust auf übertriebene Gewalt? Nun, wir haben einige spannende Neuigkeiten: HBO Max bekommt diese Woche eine neue Ergänzung in Form der beliebtesten Prügelspiele von Netherrealm Studios. Du hast richtig gehört: Scorpion, Kitana, Liu Kang, Johnny Cage (gespielt von Karl Urban selbst) und alle anderen werden ihre Kämpfe auf dem Streamingdienst fortsetzen, wenn Mortal Kombat 2 hinzugefügt wird.
Am 24. Juli können Sie sich den Film ansehen und sehen, ob Shao Kahn seine hinterhältigen Pläne umsetzt. Wenn Sie mehr darüber lesen möchten, empfehlen wir unsere Rezension, die Sie hier finden können. Wenn du es schon gesehen hast, teile deine Gedanken im Kommentarbereich und lass andere Gamereactor-Leser wissen, ob die Zeit gut investiert ist oder nicht.
Long before the Zelda: Ocarina of Time remake leaks, ex-Nintendo marketing leads were "scared straight" to keep the company's secrets, feared they would "ruin the company"
Nintendo is famously protective over its IP, but even some of its most closely held secrets, like the recently revealed Zelda: Ocarina of Time remake, have been leaked ahead of their official announcements. That's despite the fact that, according to two of the company's former marketing leads, you were almost sure to lose your job if you were found to have mishandled confidential information.
Kit Ellis and Krysta Yang, the ex-Nintendo marketing heads behind the popular Kit & Krysta podcast, speak at length about what it's like being responsible with Nintendo's secrets in a new episode of the show. Apparently, it's pretty stressful. Unsurprisingly, information about unannounced projects was handed out on a strictly need-to-know basis, and if you let it slip to anyone who wasn't approved to know, your career at Nintendo was at risk. playerbros.org
"There were some very clear lines for the people who were traveling with product," says Ellis. "It was like, yeah, lose the product, you lose your job. ... if you're responsible for the information getting out there in a reckless way you're probably gone."
Yang adds that being privy to "pieces of information was the most valuable commodity" working at Nintendo, because it meant the company trusted you with its secrets. But with great power, of course, comes great responsibility, and both Ellis and Yang admit they were "scared straight" of accidentally leaking something.
According to Yang, it was "hard to keep a secret because sometimes you struggle with like, 'ah I wish I could just tell that one other person because that would make my job a little easier, but I can't so I gotta be real cagey about the way I communicate with this person."
Regardless, Yang reiterates, "If the information got out and it was pinned to you as the reckless person that accidentally did that, it was very clear that that was going to be the end of your career at Nintendo."
Ellis and Yang previously said Nintendo's long-awaited reveal of the Ocarina of Time remake fell flat because of reputable rumors from noteworthy industry leaker Nate the Hate. You can argue that it also fell short of expectations because hardly anything was shown beyond a sleeping HD Link, but Ellis and Yang reckoned Nintendo was "looking to kill" following the leaks.
"A prequel story to Fallout 3" is one of Bethesda's most exciting announcements in ages, and it's coming next year to Fallout 76
Bethesda unceremoniously dropped a cache of news about its upcoming games today as the wait for The Elder Scrolls 6 drags ever closer to 10 years. In a lengthy Twitter post, we learned that Fallout 5 is in pre-production, Fallout 3 and Fallout: New Vegas remasters are in the works, and buried in the middle of the reveal blitz is the next Fallout 76 expansion, titled Raven Rock.
"Fallout 76 continues to be home to millions of players exploring Appalachia together," reads Bethesda's announcement. "With nearly 70 free updates released to date, the journey is far from over.
"In fact, we have a major Fallout 76 expansion planned for next year: Raven Rock, a prequel story to Fallout 3."
A NOTE FROM BETHESDA GAME STUDIOSWe love making these worlds as much as you love playing in them. Today, we want to share what's next for Bethesda Game Studios and what you can expect from us in the years ahead.For forty years, we've built games that have entertained almost… pic.twitter.com/slD4pMWqW1July 17, 2026
Unironically, this is one of the most exciting new Bethesda announcements in a long while. The Fallout 76 team has proven itself capable of telling compelling stories at the scale of mainline Fallout games with substantial narrative expansions like Steel Dawn and Steel Reign, which together tell one of my favorite interpretations of the Brotherhood of any game in the series. I'm thrilled about the potential to see the same development team explore that faction even further in a Fallout 3 prequel story.
We also have a writeup on everything that was announced about the future of Fallout as well as The Elder Scrolls, which is all relatively exciting if you can get past the stink of Xbox's recent layoff bloodbath, which definitely impacted Bethesda proper as well as many other Xbox studios. For what it's worth, the labor union representing Bethesda Game Studios employees in the US and Canada suggested in the wake of the company's announcements that it was simply a distraction from the bad news, and that fans would do well not to "fall for it."
Retiring Valve programmer says 'at least one' of the studio's beloved game modes was made in secret to avoid pushback from peers
Programmer Christopher Green has had a long career in the games industry, with a development history that included Amiga's Flight Simulators, Ultima Underworld, and Magic: The Gathering Online before ultimately working at and retiring from Valve—twice. Green had previously made a six-year attempt at retirement starting in 2017, but returned to Valve for another go in 2023.
Earlier this week, Green announced on his blog that he's once again had the "epiphany" that he "might actually enjoy some of those things that I hear retired people do," and is giving the whole end-of-career thing another go—for keeps this time. To mark the occasion, Green hosted a pair of AMAs on Reddit to share some of his thoughts on 45 years in game dev and a Valve tenure stretching all the way back to Half-Life 2.
Answering one redditor's question about what it was like to witness some of Valve's earliest years, Green said leaving his previous job in 2004 "was a huge transition"—particularly because Valve's finances were looking somewhat grim at the time. Previously, he'd worked at independent developer Leaping Lizard Software, where he did the initial rules and card coding for Magic The Gathering Online—something he elsewhere called his dream project, as he remains an MTG fan to this day.
"I had some misgivings at first as Valve was losing money finishing HL2 while my company that I left was profitable and MTGO was generating more revenue than Valve," Green said. "But things got better really quickly."
On his blog, Green says he worked on "a lot of things" during his combined 16 years at Valve: Both Source engines, Day of Defeat: Source, The Orange Box, both Portals, and more. And yes, that entailed "hundreds" of encounters with Valve co-founder and president Gabe Newell, who Green described as "a little inscrutable honestly."
Evidently, however, Valve's mythical self-directed work structure—in which its employees are ostensibly free to pursue projects according to their own interests and discretion—might not be quite as self-directed as even Valve's own employee handbook would indicate. Asked whether Valve staff are really free to work on their own projects until it aligns with other work at the studio, Green said that's only "sort of" true.
"Especially if you are new, you'll encounter a lot of pushback if what you think you should work on is too far off in the weeds," Green said. "At least one successful loved game mode was made semi-undercover by a single programmer who was the only one who believed in it."
That game mode, he revealed, was the beloved HL2DM. How different—and devoid of sawblade kills—the world could have been had things gone otherwise.
PC Gamer's Chris Livingston called Half-Life 2 Deathmatch "the best multiplayer mode ever" in a 2024 retrospective, though he admitted "There wasn't anything particularly special about Half-Life 2: Deathmatch: it was just a bunch of arenas built from hunks of Half-Life 2 campaign maps with a few weapons scattered around them." (Chris also admitted he mostly loved it because he won a lot). All HL2DM needed was the gravity gun to stand out from everything else at the time.
It's not the first time we've heard that Valve's flat work structure can present some issues. In 2023, People Make Games released a report including interviews with current and former studio employees, who claimed that the organizational structure can warp workplace dynamics and reinforce Valve's lack of diversity.
Green's second retirement from Valve means he's once again relinquishing his employee privilege of full access to every game on Steam. Still, from his description, it sounds like he'll be computing in comfort:
"My home office has a 100GB ethernet cluster with >512 cores, a bunch of GPUs, a large format fine-art printer, and a serious set of electronic and mechanical tools," said in his retirement announcement. "So I do have plenty of ideas for things I want to work on, and people to collaborate with, but they are more likely to show up on github, or one-off personal projects than commercial games."
Would that we could all be so lucky. And here I'm hoping I get to have even the one retirement.

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